What is a trainer? A trainer is a program written to intercept and alter the memory addresses of games that are running in the background. Usually trainers contain such features as GOD MODE, UNLIMITED LIVES and others. Since trainers address specific memory locations, they are usually written to only support a specific version of a game.

Dishonored

Kingsparrow Island is the setting for mission 9 of the game. There are plenty of security systems around the island, powered by those weird gel-like battery cells. Remove the batteries to power down the island. If you are having trouble finding them, just follow the wires. Also check out the attached video to help you out. See the video: Cheat Video Cheat Video

You got the Art Dealer's safe combination for Slackjaw, but robbed the safe first

These two achievements go hand in hand. The first time you have a chance to work with Slackjaw is in mission 3 of the game. Go to the distillery instead of doing the main mission and speak with him. He will ask you to get the combination to the Art Dealer's safe. Acquire the combination, but instead of giving the combination to Slackjaw, first use the combination to rob the safe yourself, and then hand over the combination.

Then later, in mission 7, you will have to choose between killing Slackjaw or killing Granny Rags. Choose to kill Granny Rags. When she is dead, speak with Slackjaw again.

Alive Without Breath : You took possession of a fish
An Unfortunate Accident : You killed Morgan Pendleton with steam
Art Dealer : Collect all the Sokolov paintings
Back Home : Grab a live grenade and use it to kill an attacker
Big Boy : Kill a tallboy with only your sword
Bodyguard : You protected Callista's uncle, Captain Geoff Curnow
Capturing Genius and Madness : Complete the Bridge mission
Child Care : Find Emily Kaldwin
Cleaner : Fight with 5 enemies at once, without any of them surviving
Creepy Crawly : You used a rat tunnel
Dishonored : Complete the Intro missions
Dunwall in Chaos : You completed the game in high chaos
Excommunication : Eliminate High Overseer Campbell
Faceless : After escaping Coldridge Prison, complete a single mission without alerting anyone
Food Chain : You assassinated an assassin
Gentleman Caller : You completed all the Granny Rags side missions
Ghost : Complete all missions after the prologue, alerting no one or killing no one but key targets
Harm's Way : Cause 5 unintentional suicides
Hornets' Nest : Kill 4 enemies in less than 1 second using the crossbow
Inhabitant : Stay in possession of others for most of a 3 minute period
Just Dark Enough : You completed the game in low chaos
King of the World : You reached the top of Kaldwin's Bridge
Lights Out : You deactivated at least 5 security systems on Kingsparrow Island
Long Live the Empress : You saved Empress Emily Kaldwin
Manipulator : Make others kill 5 of their own allies
Merchant of Disorder : Acquire 15 equipment upgrades
Mercy is the Mark : You spared Daud's life
Mostly Flesh and Steel : Finish the game without purchasing any supernatural powers or enhancements, besides Blink
Occultist : Collect 10 bone charms
Political Suicide : Expose the Lord Regent's crimes and bring about his arrest
Razor Rain : Kill 5 characters with Drop Assassination
Regicide : Assassinate the Lord Regent, Hiram Burrows
Rogue : Assassinate 10 unaware enemies
Shadow : Complete all missions after the prologue without alerting anyone
Specter : After escaping prison, complete a mission without alerting anyone, and kill less than 5 people
Speed of Darkness : Travel 30 meters in less than 1 second
Street Conspiracy : You completed all the Slackjaw side missions
Surgical : Play from the first mission through Kaldwin's Bridge killing fewer than 10 characters
Tempest : Kill 6 enemies in less than 1 second
The Art of the Steal : You got the Art Dealer's safe combination for Slackjaw, but robbed the safe first
The Escapist : After Coldridge Prison, elude 5 pursuers at once without killing them or leaving the map
Thief : Pickpocket items worth a total of 200 coins
This Is Mine : Recover your belongings
Vanished : You escaped prison and navigated the sewers undetected
Versatile : Kill characters with each weapon and offensive gadget
Wall of Sparks : Kill an enemy using a Wall of Light
Well Mannered : You completed the Boyle Estate mission without spoiling the party
Clean Hands : Complete the game without killing anyone
Poetic Justice : You neutralized all key targets using indirect means
Resolution : Complete the game

There is a "chaos" rating in the game affected by the amount of enemies you kill and how many alarms you raise in the game. If you kill a lot of enemies and just blow through the game without trying to be stealthy, then Dunwall will be in High Chaos by the end of the game.

After escaping Coldridge Prison, you completed a mission without alerting anyone

Coldridge Prison is the prologue mission for the campaign. Complete this, and then play any of the other missions in the game. You need to beat the mission without alerting any guards, so that is basically an entirely stealth run through the mission. The attached video shows an example of a no alert mission in Dishonored. See the video: Cheat Video Cheat Video

There are many ways to make the characters in the game kill themselves. You can scare them to the point that they run off a cliff by having rats chase after them, or you can trick them into walking through the Wall of Light doors.

The opposite of "high chaos" is "low chaos". To obtain a "low chaos" rating, you need to beat the game without alerting guards or killing guards. There is a little bit of leeway here, but this achievement will unlock during one of your big stealth playthroughs anyway.

Daud is just one of many targets in the game. Fight him in a duel. Defeat him in the duel, but don't kill him. He will then ask Corvo if he wants to kill him or spare his life. At this point just walk away from him instead of finishing him off. See the video: Cheat Video Cheat Video

You finished the game without purchasing any supernatural powers or enhancements, besides Blink

This is exactly as it sounds. Start a brand new game and play through the missions without purchasing any supernatural abilities, except for Blink, as that is automatically purchased as a part of the story. Of course, you shouldn't buy an upgrades for Blink, as this will nullify the achievement.

Bone charms are accessories that can be assigned to Corvo to give him extra abilities or improve his stats. The game will show Corvo the location of all the bone charms in each level, it's just a matter of figuring out how to reach them each time. The video attached will show you the location of 10 bone charms. See the video: Cheat Video Cheat Video

1 second is in terms of the game's time. What you need to do is use Bend Time to slow down time and then start killing enemies. You can use this achievement in conjunction with the crossbow achievement to kill two birds with one stone. Or six birds with a crossbow, as it were.

The Wall of Light is a doorway that, when activated, causes an electric current to kill whatever walks through. Find one in the game that you can activate and deactivate by pulling out its battery. Then trick an enemy into following you. Bend Time, and go through the door while it is deactivated. Place the battery back in to power up the door, and then watch as the enemy gets fried.

This occurs during the first mission of the game and can be accomplished in a number of ways. High Overseer Campbell is attempting to poison Captain Curnow, but you can prevent this from happening.

After reaching their meeting room, you can switch their glasses so that Campbell drinks the poison. You can also shoot both men with sleeping darts and take Curnow to a hidden location, then complete the mission that way.

At Kaldwin Bridge, the first rune is in a safe on the second floor of a three-story building. A note on the table reveals that there are three paintings in the house that have the answer.

The paintings you need to look for are:

painting of a crowded street
painting of an anchored ship
painting of a slaughterhouse

In my experience, the anchored ship was on the second floor, slaughterhouse was on the third floor, and the crowded street could be found on the bottom floor. Then you have to put the numbers in order as the note says.

Granny Rags is a character found in the city. She is mysterious and creepy, but she will give Corvo side missions to complete if you speak with her. There are two different side missions that you can do for her.

The first will be during mission 2. After speaking with Granny Rags, get rid of the thugs that are pounding at her door. Then find the rune and go speak with her again. Then find the infected rat sample as instructed, find the rune, and speak with her again. Her final task for this will be to infect the bootleg elixir. Do that next and then get the final rune.

The next time you will encounter Granny Rags is in Mission 7. Here you have to choose between helping Slackjaw or helping Granny Rags. If you choose Granny Rags, as you should for this achievement, kill Slackjaw and then put him in the tub as instructed.

You completed all mission after the prologue, alerting or killing no one but key targets

For this achievement, go through the game and assassinate all the targets like you normally would, but don't let anyone spot you, and don't kill anyone either. You should reload a save if you are spotted or accidentally kill someone that isn't a target.

Get into an altercation with some enemies and then run away from them. Hide behind something, and they will start chucking grenades. When they do this, pick the grenade up and then throw it back at them.

This achievement is easy. First, you need to make sure that you have purchased the possession skill. In its first tier, you can take possession of animals, such as rats and fish. Fish can be found in any waterways, basically, just keep an eye in the water and look for them. You can find them at the water in the hub world as well, so they really aren't that hard to find. Hit them with possession and the achievement will pop.

Start a brand new game. Mission select will not allow you to unlock the achievement. Stick to the story missions to keep it easier. You have a choice of killing any of your targets in the game. Oftentimes you can just hit them with a sleep dart and do something with their body instead of killing them.

This one is the exact opposite of stealth. Get a fight started and then more guards will show up and surround you. Don't kill anyone until there's at least five guards in the area. Then start killing them all.

Later in the game, assassins will start attacking Corvo. These guys are invisible until they start attacking, and will constantly try to attack Corvo from behind. Just kill one of these guys when they start showing up.

Upgrade the Possession ability all the way and then possess a human. Don't let anyone figure out that the person is possessed, and don't take damage and lose the possession. Just walk around casually and act like a guard to avoid attracting attention.

Drop Assassination is an ability in which Corvo falls from an elevated position on top of an enemy and is then able to execute them. Use Blink to reach higher areas than the guards, and then drop down on them.

First you're going to need Blink and then Bend Time that is progressed to at least level 1. Then freeze time with Bend Time and use Blink repeatedly forward until the achievement pops up. If you are having trouble, upgrade your Blink and Bend Time abilities and then try again.

Welcome to the world of Dishonored!
The prologue mission in the game is unique in that it can't be played from the Missions menu, and can only be experienced when starting a new game. So, watch the beginning cut-scenes as Corvo returns to the city of Dunwall to give his Empress news on possible aid for the "rat plague" that is destroying Dunwall.

The game begins with Corvo riding on a boat to Dunwall Tower, where the Empress lives. You can look around the area by moving the right analog stick, but Corvo is stuck in place like he has glue on the bottom of his shoes. Enjoy the visual splendor as Corvo and the crew arrive at Dunwall Tower, and the you will finally be in full control of him.

Your first objective will be to report to the Empress. An objective marker will show up on the screen, pointing to the Empress at the gazebo. Start making your way there right off the bat. The Empress's daughter will stop Corvo on his way, asking to play a quick game of hide-and-seek. It is optional to play this game or not, but it is a good way to learn the game's stealth mechanics if you're unfamiliar.

If you choose to ignore the daughter, then just keep going to the gazebo. Otherwise, meet her below the bridge. She'll explain the rules, that she'll count to 10, and you have to hide. There are numerous areas to in this place to hide, so don't worry about not being able to find a suitable hiding spot.

Press B to go into stealth mode and then find cover to hide behind. I was able to hide next to the supports of the bridge in stealth mode and she had a hell of a time finding me. Behind cover, the game will teach you about peaking your head around corners by pressing Y and then tilting the left analog stick to the left or right. It is also possible to vault over cover with the press of the A button. When she says that you win, or finds you, continue making your way to the gazebo to speak with the Empress.

Corvo will be stopped again, this time by a painter that is painting the commander. Leave him be, or you can screw with his painting to the point that he just gives up, if you're feeling especially mean. To mess up his painting, snatch the bottle of cider from the table next to the commander and then stand in front of the commander so that the painter can't see. Eventually, he'll just give up and turn around in anger.

At any rate, make your way to the gazebo. Listen in on the Empress's conversation, and then approach her. Press X to give her the letter, which has bad news. The other cities on the island are choosing to blockade Dunwall to keep the plague from spreading, and there is currently no cure for the plague.

Things go from bad to worse as assassins show up. This is the first time in the game that combat will play a role. Corvo has a sword in his left hand and a pistol in his right. To use the sword, press LT, and to use the pistol, press RT. Fight off the assassins. Just when the coast seems clear, the Empress is killed, Corvo is framed, the daughter is kidnapped, and the title of the game flashes at you all mean and aggressive-like.

In the sewers in Mission 01. Dishonored, there is a safe. Next to the safe is a chair with a note on it from someone named "Jelly". The note says that to find the combination of the safe, you need to look for your "whiskey".

What this means is that on the wall behind the safe is a shelf. A "whiskey" sign is sticking out of the rubble. There are bottles on the middle shelf. Destroying the bottles will reveal numbers written in chalk on the wall behind them.

In my experience, the numbers have always been 451, but that combination may be different from game to game, so try checking the wall if 451 doesn't work.

Six months have passed since the incident. It seems that the Empress's court decided to kill her and take over for the good of Dunwall, and Corvo is being framed for the murder. After six months of torture and being imprisoned, Corvo has persevered and has still refused to sign the paper to admit that he killed the Empress and kidnapped her daughter.

When the torturing stops, Corvo will be tossed into his jail cell. A guard wil ldeliver a tray of food. When he lives, walk over and press X to eat the bread. Underneath the bread will be a note. Pick it up and read it, and then under that will be a key. Grab the key and open the cell door.

Move forward and grab the weapon off the table. It's a sword. Then head to the left and press B to go into stealth mode. There are three guards in the next room, and the three of them can be seen through the slits in the steel doors. Watch their pattern. The guard closest to you will always have his back to you, while the guard on the right will turn around and walk away when the guard that moves between the rooms has gone into the other room.

First, take out the guard with his back to you. Quickly pick up his body and dump it into your cell so no one sees where he went. Then wait for the other two guards to keep up their pattern again. Very quickly, sneak up on the guard to the right when his back is turned and take him out. Then ambush the guard that is walking back and forth and defeat him. If you do this quietly enough, the guard on the catwalk should never see you.

In the next room, there will be a shelf with a pistol, coins, and health elixir. Grab it and then approach the ledge with the red outlines on it. Press A to climb the ledges to the top. There will be a shelf here with another health elixir, so grab it. Grab the healing items off the shelf as well, and then move to the bigger shelf. Grab everything off here, too. On the control panel will be some coins, so snag them.

Before opening the next door, hold X to look through the keyhole. Two guards will run by. Wait for them to run by, then open the door. Move to the left and take out the guard on the catwalk. Then look down. The two guards from before
will walk under the catwalk. Wait for the second one to come, and then jump off the catwalk and take him out with an air execution. Quickly move up behind the second one and stealthily take him out. Loot their bodies for the necessary key, and then return to the catwalk.

Use the key on the door. Sprint into this next room and grab the coins off the bench. Then move into the interrogation room. Loot the first area with the torture chair, then listen to the audio file on the table. There is a note on the desk, so grab it. Then move into the next room. This is where you'll get the bomb. Grab it, loot everything in the room, and then check out the shelf on
the east wall. There is a bottle in the way on the bottom shelf, so get rid of it and then read the book on the bottom shelf.

Leave this area, but do so very quietly. As luck would have it, a guard will be going into the Yard as soon as you leave the interrogation room, and he leaves the door open. Slowly make your way to the open door, and then quietly work around to the right. There are two guards here. While they're having their conversation, make your way from the cover on the right behind the next piece of cover, and slowly work your way to the stairs at the north end of the area, and you should be able to avoid the confrontation completely.

The next area has three guards. One guard is talking to the other through glass, and another guard is in the room with the door controls. For this section, you can either go for the door controls as the objective marker is telling you, or you can only kill/knock out one guard and make your way over the big metal door if you'd like.

To get to the door controls, wait for the guards to quit talking to each other. Knock out the one outside of the control room, and then move into the control room, through the door closest to the door you used to enter this area in the first place. Then sneak up on the first guard. Sneak up on the second guard in the door control room and take him out.

The other way to do this is to wait for the guards to finish talking. Then take out the guard outside the control room. He will be standing near a ledge that can be climbed. Work your way up, climbing up the pipes, until you reach the top. Follow the pipes over the door and look down. There will be a guard there
that you can take out with an easy air execution. Go up the stairs, and keep your eye on the guard by the door controls. Quickly take him out and then loot the area.

Plant the bomb on the big door. As soon as you plant the bomb, turn your attention to the trashcan. Open the trashcan lid with X and then hop into it. Close the lid to withstand the explosion. Then quickly exit the trashcan and go through the hole in the wall. Sprint and jump off the ledge to dive into the water below. Swim to the right, and stay under water the entire time to avoid attracting attention from the guards.

Go to the objective marker, which will lead you into a sewer pipe. Run through the pipe to the next door. The game will ask if you want to go into the sewers or stay in this area. Obviously, choose to go into the sewers.

Now you're in the sewers. Grab the note off the crates, and then climb onto thecrates. Climb up on top of the caged area. The guards below will be eaten alive by a swarm of rats. Drop down when you can and then move into the next area.

A swarm of rats will come down on a dead body, blocking the way. Jump into the nasty sewer water to swim by them. In the next room, a corpse will be hanging on the valve that opens the door. Hold X to pick up the corpse and toss it aside. Then hold X to turn the valve to open the door. The next area is bright and outside.

A few bodies will fall into the area in the center, dumped down a pipe by guards from above. Rats are eating the corpses in the area momentarily, but they will need another distraction. Sprint across to the middle area and then climb up to where the bodies fell. Grab one and then toss it away from the valve in the area. The rats will scurry to it, which gives you a chance to run to the valve and open the next door. Quickly make your way through before the rats finish their meal and are looking for another one.

As you continue to platform around this sewer area, keep an eye out for loot. The likes of healing items, coins, copper wire (which equates to more currency), notes, ammo, and more are lying around all over the place just waiting for Corvo to snatch them up.

Keep your eye open for booby traps as well. Missile launchers will be attached to tripwires in this sewer area. On the right side of the sewer water will be a small alcove with a tripwire in it. To deactivate it, walk over to the wire at an angle. Press X and then quickly step out of the way to avoid the missile. Move into the alcove, loot the missile launcher, loot everything else, and then start working your way down the sewer system some more.

There will be two paths. You can stay on the side with the alcove and walk along the ledge until you find a small beam and piece of wood that can be used as a makeshift bridge. Or you can go back to the left and climb up the stairs, which is a bit easier. A tripwire is blocking the stairs, so blow it up by throwing a bottle at it or something. Then continue, and you will find the ammo box that has been left behind for you.

Press X to open the box. Inside will be a crossbow and a decidedly deadlier sword. Loot the nearby dead body, and then open the door. A tripwire will be blocking the way. To get by this tripwire, sprint forward and then hold B to perform a power slide, which will allow you to safely get under the tripwire, so that you can continue exploring the sewers.

A large safe can be found in the next area. Next to the safe is a note that explains the puzzle. To find the safe combination, check the shelf that is built behind the safe. There are bottles that can be destroyed. Smash them, and behind the bottles you'll see three numbers written in chalk. In my experience, the numbers have always been 451, but this may change from game to game. Enter the combination to get the loot inside.

You'll come across a seemingly impassable door, but to its right, you will find that there is a ledge you can climb to bypass it. A long black chain will be hanging down. Loot the area and then press X to climb the chain to the top. At the top, press A to jump from the chain to the ledge. Loot the area, and then notice the hole in the roof.

Guards will be chatting it up below. Drop into the hole. There will be two guards below. One will walk away, and the other will move back and forth between the water and the fire. Wait for the one guard to leave, and then drop down on the remaining guard to take him out.

Hug the left side of the wall. There are three guards left in the area, and oneis quite adept at combat. As you hug the wall on the left, there will be a rocky path going up that leads to pipes. Climb on the rocks to reach these pipes, and then use the pipes to nearly make it out of the area without a single altercation. One guard will move back and forth between a farther area and one right below the end of the pipeline, so wait for him to leave before continuing through to the next area.

Corvo will be outside again. Open the trashbin to find items, and then continue until you find Samuel. He'll take you on his boat away from this place.

Samuel will camp out near the boat and cook rat. If you need a bit of your health replenished, eat a rat off the grill before continuing toward the objective marker.

As you near it, notice that there is a large bridge here, with a few guards talking at the top. On the bottom, there is a single guard patrolling back and forth. Wait for him to be out of sight of the guards on the bridge, then quickly move in for the kill. Dump his body in the river. A survivor girl will be around, but she poses no threat.

Make your way up the stairs. This part is tricky as you get to the top of the stairs, you'll have one enemy to your right, and three to your left on the bridge. It is very difficult to get through this section unscathed and unnoticed, but do your best.

Firstly, you'll want to take out the lone enemy to the right. Ignore the people on the bridge for now. Once the enemy on the right has been taken care of, stash the body somewhere. Notice that there is a "Wall of Light", as it is called, blocking the path. This is an invisible field of electricity that kills anything that tries to go through. Rats will keep trying to get through, but they will be fried in the process.

There are nearby alleys that can be traversed very close by. Take those alleys, but be careful moving around corners as there is likely one or two guards in each area at any given time. If you are one to complete optional side objectives, now is the time to do that, and be sure to use the Heart to help you hunt down runes and charms.

But when you're ready to bypass the first "Wall of Light", traverse the alleys until you reach a dead end. Two guards will be yelling at a man that has been boarded up in his own home. I recommend visiting the house of Granny Rags and looting the place for sleep darts so that you can put these guys to sleep from
a safe distance. Save the fellow inside by smashing the boards, and then return your attention to the dead end of the alley.

There is a trashbin here, but the wall is too high up to climb normally. Open the trashbin. Use Blink to get the top of the ledge, then quickly press B to duck behind the wall. A guard will have his back to you, so take him out and then dump his body over the side into the trashbin. Wait for the guards across the street to walk away a bit, then quickly make your way across the street,
hugging the left side, and work your way down the stairs.

There will be rat swarms. Sprint by them. Follow the staircases down until you see a bright spotlight illuminating the street. There is a thug near the spotlight. Watch and wait for him to move to the wall and start kicking rubble around. Use Blink to zoom behind him and then sneak up and get rid of him. Go to the next staircase, and slowly ascend.

At the top, you'll see a couple of guys kicking around a dead body. They will get into an argument, and will start killing each other while a third fellow watches. When the fight is over, sneak up and take out the remaining two enemies and loot everybody.

Continue. There are two guards in this area. One will be blocking the door to the High Overseer's Office, and the other will patrol. When the patrolling guard starts to leave, follow him and take him out. Then return to the place that you came from. There is a small shelter that contains a rune and supplies,and also has a very nice view of the guard blocking the door. Go in there, snag the supplies, and then take out the guard with a sleeping dart or a
lethal arrow if you want.

When they're dead, head into the High Overseer's Office. Martin will be in shackles in the center of this area, and a lone guard will be taunting him. Sneak up on the guard and take him out before he's done talking, otherwise he will walk off, and it will be that much trickier to take him out. To free Martin, pull the lever next to the shackles, and then speak with him before he makes his escape.

With Martin freed, turn your attention to the nearby gate. Use Blink to get over the gate, and now you have a slew of options available to you. There will even be a pop-up window bragging about all the different pathways available to you to complete your objective of killing (or not-killing, if you'd like) Campbell.

There are a few guards patrolling the courtyard that leads to Campbell's building, but they are easily avoided using Possession or Blink, or a combination of the two. As soon as you get over the first gate, if you go down the nearby flight of stairs, there will be a sewage tunnel you can crawl through, if you'd like. You can sneak your way across the courtyard. You can fight your way across the courtyard. It's really up to you how to play the
game, so if at any point while using this guide you feel that my suggestions just aren't up to snuff, then feel free to experiment.

From here, you have two options. You can enter the building and sneak your way to the office. If you do this, you can use Blink to climb on the pipes that rung along the walls ad platform from lamp to lamp. Then just fall through the open window that leads to his office. Otherwise, you can Blink through the open window right at the front and hide in his office that way.

At any rate, there are many different options still available to you. You can kill Campbell and the Captain if you'd wish. You can spill their drinks. You can switch their poisons. There's a lot that can be done here. The only requirement is to eliminate Campbell in one way or another, and after that happens, deal with the aftermath as you see fit, but be sure to snag the blackmail book from Campbell's dead body so you can have a better idea of
where to look for the lost little Emily.

With the book in tow, make your escape. Work your way to the backyard area by going through a door on the bottom floor of Campbell's mansion. This outside area is easily traversed with Blink, and as long as you stick to the rooftops, there will be no trouble. There are items worth grabbing on the ground below, of course, but they come second to survival.

The guards in this area will be walking around with dogs as well, so keep that danger in mind. When you reach Samuel, speak to him to return to the pub and complete the mission.

Corvo is taken to the hideout of the loyalists, which is a pub on the river. When the boat comes to a stop, get off and follow Samuel to the pub's door. Go inside and then speak with the two loyalists here. They will then tell you to go meet Piero before you go sleep and rest up.

Piero's workshop is just outside the bar. Exit whence you came, and enter. He will be working on gear for you, but then his whale oil tank will run out and fall out of the machine. Before grabbing it, loot the area. There is a book to read on the table, a starchart to grab for coins, and Piero's tools can be interacted with if you'd like. When you're ready to continue, grab the whale oil tank.

Go upstairs. Grab the filled whale oil tank from the machine and drop it. Placethe empty one in the machine. Then read all of the notes up here to learn more about the world of Dishonored and Piero's rivalry. Pick up the filled whale oil tank and head downstairs. Place it in the machine.

Piero will then put your mask on you. From there, you are free to purchase upgrades and supplies. Coins are used as the currency to upgrade Corvo, so make your spending decisions and then finish upgrading. Piero will then suggestthat you go to sleep, so agree with him when you're ready to head to the next part of the game.

Corvo will wake up and realize that, well, something's not quite right. Open the door and head outside. The world is a dream-like world, fragments of reality hanging loosely everywhere. Run up the stairs and at the type, Corvo will meet The Outsider.

Corvo will then be blessed with his first magical ability, Blink. To use Blink, hold the left trigger to aim. Then release the left trigger to zoom to the area that the cursor is pointing. Before doing that, however, look down to see the dead body of the Empress. Pick up the note that is next to her, and then open the nearby chest for spiritual remedy, which will refill your mana bar.

Use Blink to platform across the floating concrete islands. Work your way to the next large area, where the Empress's daughter is seemingly frozen in time. A note is near her hand, floating in mid-air. Grab it and then continue to platform from island to island using the Blink ability. There will be another chest that is in plain sight, so grab it for another spiritual remedy before continuing.

A ledge will block the path, and it is too high up to climb. Hold LT and then aim the Blink cursor at the ledge. A big blue arrow pointing "up" will appear. That is your cue to release LT and zoom up to the top of this ledge. Then continue moving forward, climbing down the winding staircase, and keep going
until you find a ledge that is too high up to jump off. Use Blink to zoom down to the area below safely, and then continue until you meet up with The Outsider again.

The Outsider will give you a mechanical heart. This heart can be used to locate runes and skeleton charms that are used to improve Corvo's abilities. With the heart in hand, a rune will appear on the map. Keep the heart in your hand to follow the objective marker to the rune. If you hold LT, the heart will actually speak to you, which is fairly creepy.

Keep moving to the rune. As you get closer, you'll have to exchange the heart for the Blink ability. Open the power wheel with LB and choose Blink. Then use Blink to reach the rune. Pick up the rune, and then spend the rune to purchase the Dark Vision ability, which allows you to see through the dark, see enemies through walls, and also see the line of sight of enemies.

The Outsider will then return you to The Hound Pits Pub. When you wake up, you should try out the Heart. To use the Heart, equip it with LB. Then it will point you directly to the rune in the area. The rune itself is across the dirty water, on a rock. Pick it up.

Your primary objective is to speak with Admiral Havelock now, but there are a lot of goodies in this area that can be looted. Plenty of coins are just sitting there waiting to be snatched up, as well as audiographs and more notes to read. Explore the area to your heart's content before going to speak with Admiral Havelock.

Havelock gives you your first mission. High Overseer Campbell is your first target for assassination. There is a loyalist that is being held in the Distillery District as well that could use saving. Read the book Havelock is reading to learn more about the Tallboys, and then visit Piero for supplies.

As you go to leave with Samuel, you will be stopped. Captain Curnow is the uncle of one of the loyalists, and she fears his life is in danger. She asks that you make sure he survives the experience.

Upon arriving at the pub, speak with Admiral Havelock and inform him of the situation. He'll then walk over to the sewer hatches and ask that you take a look for him, as they think there are Weepers in the sewers. Weepers are people that have an advanced form of the rat plague. Agree to help him out, and he'll give you the key to the sewer gates.

Open the sewer gate that Havelock leads you to initially and then hop down. There are two runes down here, but as you'll soon find out by following the objective marker, there are also two Weepers. You can kill them or put them to sleep, but take them out before they can do much damage to you. When they're
defeated, check the crate near them for a note, as well as one of the runes I referred to. Another rune can be found by taking a dip in the water and lookingbetween the bars on the floodgate.

Return to Havelock. He will be in the bar now along with the returned strategist Martin. Speak with them, and they will tell you of your next two targets, the Pendleton twins. Yes, they are the older brothers of the loyalist Lord Pendleton, but he recognizes that they must be killed in order to have parliament be in favor of the loyalists.

As you head to Samuel's boat, speak with Lord Pendleton. Then get on the boat and ride it to the Distillery District, where The Golden Cat is located. Going through this area is going to be relatively identical to how it was before, except Weepers are now a factor as well. For the most part, though, it's smooth sailing, and in fact, the thugs that attacked you before will leave you
alone during this mission.

Make your way to The Golden Cat. The front yard offers numerous means of entering the building. You can charge forward and burst through the front doors if you want. You can platform on the rooftops and make your way to one of the
windows. You can possess a rat and crawl through a ventilation shaft to get inside that way as well.

Inside, there are there different objectives that you need to focus on. For one, you need to scour the Madame's room to find information about Emily's whereabouts. For two, you need to kill the two Pendleton twins. This is an incredibly open-ended mission, and you should tackle it based on what abilities you have unlocked.

Possession is an invaluable power for this mission, as possessing a rat provides one of the easiest ways of entering the brothel, and possessing the prostitutes inside is also choice. One twin is located in the Smoke Room, and one is located in the Ivory Room, so here's how we're going to tackle this.

First, go toward the Ivory Room. The objective marker will let you know which room is which. Try to be as stealthy as possible on your way there by utilizing possession abilities. Keep an eye out for spirit remedy to boost your mana when it gets low.

Make sure you have a prostitute possessed. Open the door that leads into the Ivory Room, and position yourself to the side or behind the Pendleton. Press LT to exit the prostitute body and then quickly kill the Pendleton. The other prostitute in the room will not a pose a threat, but if you're worried about her cries attracting attention, either knock her out or kill her. Then move
out onto the balcony.

From the balcony, you'll be able to see the next set of balconies rise to the one that leads to the Smoke Room. A guard is positioned there. If you have possession, possess the guard. Otherwise, use Blink to get up to the guard and then take him out quietly. However, it is ideal if you possess the guard, then move into the room and take out the Pendleton.

With the two Pendletons dead, turn your attention to Madame's room. Madame will cower at your presence, but luckily her room is sort of sectioned off from the brothel, which means that there is a serious lack of guards in the area to give you any problems.

Kill her or leave her. She'll just stay cowered in her corner. Read the notes on the desk and loot the entire room, including Madame. This will reveal the location of Emily is upstairs in the middle room. Go there now, and check out the other rooms as there is plenty of loot. When you find Emily, she'll run ahead and automatically safely make it out of the brothel.

Return to Samuel and Emily at the boat. Speak with Samuel and he will take the two of you safely back to the pub.

When you're back at the pub, go speak with Lord Pendleton. He will then tell you to go talk to Admiral Havelock. Speak with the Admiral, and he'll give you the brief on your next mission. Stop at Piero's to replenish your supplies and purchase upgrades as you wish and then speak with Samuel so that he can take you to Kaldwin's Bridge.

Samuel is unable to take you directly where you need to go due to the spotlights that are all over the place. So, you need to turn off the lights, obviously! Your goal here is to kidnap Anton Sokolov, the Royal Physician, so that he can be interrogated to learn the identity of the Lord Regent's mistress.

Upon arriving at Kaldwin's Bridge, use Blink to reach the solid ground. Stay behind cover a bit, as there are three guards in the area. One is in a little metal shack, another patrols between the shack and the water, and another just leans against a pillar, staring at the ground. This is a simple puzzle here.

First, sneak into the shack and quietly take out the guard here. Leave his body where it is so that lugging it around doesn't attract attention. Now activate Dark Vision so that you can see the position of the guard that is patrolling. Wait for him to have his back to you, then move outside so that you can see right ahead, but are touching the spotlight.

Use Blink to zoom by the spotlight and to be behind the guard that is leaning against the pillar. Quickly take out the guard that is patrolling, and dump his body in the water if you are worried about someone discovering it. From here, Blink over to the warehouse, and platform your way to the top of the warehouse.

You'll find a cart, but it needs power. Go up the stairs and you'll find a wheel. Turn the wheel to lower a chain. Now you can use the chain to jump across the gap, or you can use Blink if you have the mana to spare. On the other side, grabe the whale oil canister and then drop down. Do NOT drop or throw it, or it will explode.

Place the whale oil canister in the device on the wall. This will power the cart. Pull the lever to get the cart rolling, and then hop in for the ride. Be sure to be crouched so that no one can see your head sticking up out of the cart.

When it comes to a stop, exit the cart and then stick to the rooftops. Below, aguard will be walking toward another metal shack, mumbling to himself. Wait forhim to turn the corner, and then make your way down to the door that leads to the spotlight controls and enter.

From here, zoom up to the rooftops. Watch the two guards have a conversation below. One will leave down the flight of stairs, and the other will go into the house. Blink over to the house. The guard will come up onto this floor, and this provides the perfect opportunity for a quick ambush. There's a rune here in a safe as well. To get the combination, check the paintings that are on each
floor, and input the numbers in the order stated on the note on the desk. The game changes things up each time, so don't expect the combination to be the same from one game to the next. My combination, just for reference, was 437, and I had to look at the paintings in the following order: crowded street, anchored whaling ship, slaughterhouse whaling ship.

When this is done, you'll be able to make your way to the bridge. I recommend sticking to the houses so that you can avoid detection much easier. As you get to the bridge, there will be swarms of guards, so what you need to do is quietly make your way to the very top. Use the lean move to see around corners,
and use all of your abilities effectively, such as Possession and the like.

At the top of bridge, there will be a barricade separating the platform that connects the two parts of the bridge. Blink over the top of the barricade and then go across. Hide behind the cover as the lone guard makes his rounds, and when he's out of sight, continue. Knock him out, and then work your way to the top of this bridge.

The two whale oil canisters powering the bridge lights will be behind a gate. Open the cage and then remove the whale oil canisters. Throw them over the side of the bridge, preferably in an area away from where you're going to be going. Do this with the second oil canister as well, and this should serve as a suitable distraction for the guards.

If the guards are still patrolling the bridge below, there's a neat trick you can do to get past this if you have Possession. Slide down the bridge supports and in mid-slide, possess one of the guards before anyone can see you. Then quickly make your way to the door that leads to Midrow Substation, where you
will continue looking for Sokolov.

You will have an advantage starting in the next area, as you begin on the roof. There are two guards below, and two to the north. Wait for their conversation to be over, and then the guard directly below will have a cigarette while the others walk away. Drop below. Take out the cigarette guard, and then wait for
the other one to return. Take him out quietly, and then possess the next guard as he shows up. Walk him over to the fourth guard. Release the possession. Take both of them out, stuff their bodies into the trashbin, and then take a look at your surroundings.

Two large wheels are rotating that are blocking the way to the whale oil canister that is blocking the Wall of Light. First, you'll need to power down the wheels. Follow their wires to the switch that turns them off and then pull the lever. Then go down to them and Blink through the holes to reach the whale oil canister. Toss it into the ocean and then move through the doorway that
was once blocked with a Wall of Light, and go through the following door to reach the North End.

This is the district where Sokolov's house actually is! Making your way to his house is very easy with Blink. Use Blink to work your way to the right and go from destroyed house to destroyed house until Sokolov's house is in clear view. Two guards will be outside the front gate, but there's an easy way to take care of them.

Wait for one of the guards to turn toward the railing. Blink behind the walkingone, take him out, then take out the guard by the railing. Of course, you can also take them out from afar with your bow, or you can possess one and then kill/knock both of them out. The choice is yours. I recommend disabling the alarm by following the wire to its fusebox on the wall, and then continuing
into Sokolov's house.

The first section of Sokolov's house can be a pain. There are enemies everywhere, and getting through here is troublesome, especially without the Possession ability. Use that if you have to it to jump from guard to guard as you make your way to Sokolov, the objective marker.

Eventually, you will reach a Wall of Light that is seemingly impassable. You can get through easy if you have a rewiring tool, and you should definitely at this point, which will make it so the Walls of Light can be passed through by you, but enemies will be fried if they try to do the same thing. Do this, and then make your way to the next floor.

There will be two guards in the hall. Defeat them both. Turn around and return to the room that the Walls of Light were blocking. Take the whale oil canister out of the device that powers them, and then take it to the small elevator shaft at the end of the hall. Trust me on this. Use it to power the elevator, and then go to Sokolov's lab.

Loot his lab. There is a locked desk. Make note of it, and then go up the stairs until you're on the roof. Sokolov can be found in his greenhouse, tending to plants. Quietly open the door and then get behind Sokolov, but do so when there are no guards around. Knock him out and then grab the rune off the desk that he was standing in front of. Loot him. Pick him up, and then carry him down to his lab. Open the desk and take the ingots. Then take him down to the elevator.

Ride the elevator down with Sokolov's body. Sneak around the lower level to getby all the guards, and when you exit the front door, quickly make your way to the Wall of Light. Rewire it, as a group of guards are about to come flooding into the area. They will all be fried by the Wall of Light. If you want to go the non-lethal route, then you'll have to move very fast to remove the whale oil canister and get through without being burnt to a crips yourself.

Take Sokolov's body through the main streets. A group of survivors will be huddled together, trapped by a Wall of Light. If you choose to save them by removing the whale oil canister, they will reward you by telling you about a secret safe hidden behind a painting above them, and they'll also give you the
combination to said safe.

Walk down the stairs with Sokolov to find Samuel and his boat at the bottom.

Upon arriving back at the pub, go to the interrogation room to speak with Sokolov. You can bribe him or you can send in a group of rats to scare him. Once he is convinced, he'll tell you about a ball that is about to take place where the mistress of the Lord Regent is. However, he only knows that she is a
Boyle, and there are three "Lady Boyles", as it were. To make matters even more complicated, it is a masquerade. Luckily, Corvo already has a mask!

Piero will be upstairs in his workshop and not downstairs, so his shutters are closed. He has left a note saying so. If you don't have the key to his workshop, then you'll have to do without his upgrades for this mission. In the meantime, Lord Pendleton will stop you and give you a note to deliver for a side-mission during this part. Tell Samuel when you're ready to depart.

Don't be too intimidated by the Tallboys. Jump into the water and possess a fish. Move to the gate that leads into the sewers. The bottom of the gate will have a bar bent just enough to fit a fish, so swim through. Exit your fish body and continue through the sewer, which leads right to a door that opens into the Boyle Mansion Cellars.

The game will tell you that this is a "Neutral Zone". What this means is that as long as you blend in, there will be no problems. First thing's first, though, and that is getting out of the cellar. Turn your attention to the rafters above and Blink up there. Be wary of the large amounts of rats in the area, as they can deal significant damage to Corvo if he stands idle for too long.

On the rafters, follow them to the gate. On the other side is a lever. Pull it to open the door that leads from the basement to the upstairs area. Hold X to put your weapons away. If you ever use your supernatural powers during this mission, remember to hold X to once again put your weapons away. Now it's time to mingle.

If you speak with the guests, they'll offer clues as to how to figure out which Boyle is which. Granted, you can just go on a murder spree to find out, but it is a bit stealthier if you take this one step at a time. To find out more information about each Boyle (the three sisters will be wearing different colored costumes), you'll have to search their rooms upstairs, which can be very dangerous indeed.

The stairs are blocked with a Wall of Light. To get by it, either possess a rat and move through the vents, or possess a guard and move them upstairs. The bedrooms will feature a ton of loot and notes that will help you narrow down the possibilities. Be careful exploring upstairs, however, because there is a healthy amount of guards, and leaving their bodies lying around will cause more guards to come along, plus they will probably suppress your supernatural powers with their annoying music box thing.

Figure out which sister you have to assassinate, get her alone, and then kill her. There are other solutions to this as well, a ridiculous amount mind you, so experiment a bit and decide which route you'd like to take. Once she's dead, escape the building and make your way back to the canals.

Samuel will have to move as they will close the floodgates. To reach him, you'll have to cross a bridge protected by a Tallboy. Wait for the Tallboy to pass, and then jump off the bridge into the water below. Swim up to the boat and speak to Samuel to conclude the mission.

Back at the pub, speak with Havelock and he'll tell you that the Lord Regent is the next target. Samuel will drop you off outside of Dunwell Tower, where you once rode up the cool water shaft. This time, however, you'll have to work your way up to the top by climbing on ledges and pipes and using Blink. It is rather
basic to the top, but check the small tunnels on either side to find loot.

At the top, it's just a matter of getting into the tower. There are Tallboys and guards galore, so what I did was simply possess a guard, move through the Wall of Light blocking the way, walk up to the front door, de-possess the guard, kill the guard, and then go inside the tower.

Luckily, the tower is designed in such a way that it is actually very easy to traverse compared to the other levels in the game, and doesn't really need much direction. There are guards, but not so many that they are unmanagable. There are a couple of devices that shoot lasers that can kill you instantly, however, so be wary of those.

To disable these devices, sprint by them and then pull the whale oil container out of the wall that is powering them. Another way to get by them is by slowing down time and then getting out of there before time picks back up and the device can fire.

There are two different ways to handle Lord Regent and foil his plans for rule. One way is to simply make your way to the top of the tower and kill him as you have killed anybody else in the game. Another way is to make your way to the radio broadcasting room where you can find the man that has been spewing propaganda throughout Dunwell. As long as you spare him, he will tell you the combination to the safe in Regent's room that contains an audiograph that can be uploaded into the broadcast system, which will ruin his political career.

With this information in hand, go to Regent's room. You'll have to walk around a Wall of Light, but getting there is straight-forward. And that reminds me. Any Walls of Light you come across can easily be passed in this mission simply by possessing a guard and moving through it, or even just walking around the thing, so don't worry about the Walls of Light too much.

At any rate, with the audiograph in hand, return to the broadcasting room and upload it into the machine. This will cause Regent to come down from the tower, so if you want to kill him too just for the hell of it (and for the achievement!), then that is an option as well. However, what I did was possess him and use him to exit his own tower.

Outside, quickly dive into the water to the left. Tallboys will be everywhere and there is way too much opposition to go the traditional route. Climb over the ledge and go into the small cabin. There will be a rune on the ground, so grab it and then continue. Following the objective marker, you'll be lead directly to the huge drop with water below.

Jump off and splash into the water. Swim to Samuel and speak with him to return to the Pub.

Upon returning to the Pub, go to the bar. Everyone will be there celebrating the victory. They will tell you your next mission will be to escort Emily so that she can be successfully coronated as the next Empress. When they tell you to do this, walk to your room.

Corvo will begin feeling unwell and then pass out. Ah! It seems he's been poisoned by the Loyalists, who plan to control Dunwell themselves, with the other interested parties out of the way. You will wake up floating on the river in the Flooded District. And then you will have an experience with The Outsider world. Walk forward a bit, listen to him talk, and then you'll wake up in a hole that is serving as your prison.

Foolishly, they only use bits of wood to cover up your prison. Grab a brick from the ground and chuck it at the wood. Repeat the process with the other bricks on the ground until the wood is demolished. Then use Blink to get out of the hole.

Two objectives will pop up on the screen. One will tell you to go after Daud, the assassin that captured you, and the other is an optional objective to recover your missing gear. Unless you want to lose all of the equipment you have purchased from Piero over the course of the game, I highly recommending retrieving your gear.

From your spot in the warehouse, slowly make your way up the stairs. There are two assassins up here. Sneak up on them, but if they see you, a straight-on fight will not be too much trouble. Jump off the warehouse into the water below and start swimming to the objective marker for your gear.

As you swim, strange creatures that spit acid will start attacking you, as well as the fish. Possess a fish or slow down time to get next to the creatures, and then quickly climb up on the concrete they're sitting on so that you can get behind them and they can no longer attack. If you are being badly damaged, to the left of the area right before you see these creatures is a health vial on the ground.

From here, continue to the objective marker. As you move up the street, you'll encounter a group of Weepers. Kill them or leave them be, and then approach the next door to enter the Greaves Refinery, where they are keeping your gear.

First, you'll have to get inside the actual Refinery. The stairs that lead into the Refinery need to be brought down by pulling a lever. That switch is located in the building just across from the Refinery. Sitting in-between the two buildings are a series of tanks that are filled with whale oil.

Empty oil canisters can be found in a small wooden boat being guarded by those acid-spitting creatures from earlier. They will deal serious damage, and without a lot of health remedies, it's best to use your supernatural powers in this situation. Slow Motion is incredibly effective in this situation so snag an oil canister.

With the oil canister in hand, take it to the tank. Fill it up, and then walk it into the building. Power up the lever and then pull the lever. The stairs will unfold. Walk up the stairs as far as they go and follow the catwalk into the building. Inside, there will be another empty oil canister device. Follow this place around to the right and you'll walk by numerous tanks to fill up an empty oil canister with.

Down the end of this hall is a room sectioned off by a gate. The top of the gate is blocked off by wood. Jump up on the crates and then smash the wood. Jump inside and grab one of the empty oil canisters. Jump and toss it through the hole so that it lands outside. Then climb out and fill up the oil canister. Place it in the machine, and a chain will fall down.

Grab onto the chain and climb it as far down as it goes. Then Blink to one of the platforms. Follow the stairs down and you'll find your gear in the middle of an area filled with Weepers. Grab the gear and get away from the Weepers. Go up the nearby stairs (not the ones you came down), and then turn the valve to open the door.

Move outside and then Blink your way by the mollusks. Blink your way on top of the building with the locked door, and then Blink across the gate. Blink down to the ground. Overseers will be crawling on the ground, dying. Put them out of their misery if you wish, and then go through the next door.

More dead Overseers will be here initially. Go up the stairs and turn the valve to open the next door. Go through and you will be on the roof. Check out your surroundings. Below, there will be an assassin walking. Another assassin will appear on the nearby rooftop, and there is one on a higher up rooftop as well.

Wait for the assassin on the nearest rooftop to spawn. Then zoom over there, behind him, as he looks over the side. Knock him out and loot the key off his body. Make sure to drop his body in such a way so that he doesn't slide off of the roof. Then Blink to the ground below and rush to the next door, unlock it, and head through.

There are about three assassins walking around this makeshift bridge leading to Daud's building. Luckily, they move in a pattern that is spread out from each other and they hardly ever look at each other. If you're quick enough, you can feasibly Blink behind each one of them and eliminate them in quick succession.
Make sure to loot their bodies, and scour the area for other loot there's plenty of health items around this area.

Go through the open window. To your left will be two assassins talking. Possess one and then start following the other around. Break the possession, and take out the two of them. Open the doors, and then in the next room, there will be a bright, blinding spotlight, and two assassins. I used the rat swarm here to devour the two assassins so I could make my way through easily. There will be a dead end, so go out the window.

Use Blink and use the air conditioners to platform up to the next open window. Through here, an assassin will be leaning against a bookcase. Sneak up on him and take him out. Then exit the room, and you will see a pair of big, glass double doors.

Daud is inside the next room. This is the man that you saw kill the Empress at the beginning of the game, and oh how sweet will revenge taste. You can open the doors and no one will even see you, and this gives you a chance to figure out exactly how you want to handle this assassination attempt.

For one, you can just kill Daud and all the other assassins in the room. Being a target, Daud is a bit more difficult to kill than the regular assassins so it would be a wise move to jump him. However, there is also a nonlethal way to kill Daud that can be done relatively simply.

You can send a powerful message to Daud and get him out of the picture by intimidating him. To do this, possess one of his assassins. Quickly swipe the pouch from his hip, then walk the assassin away so that no one can see you exit the assassin's body. Then choke out the assassin. Daud will get the idea.

Regardless of what you do, be sure to grab Daud's key and go unlock his chest downstairs. And then when you're ready to leave, return to Daud's office areaand exit through the window. Work your way around the rubble and aim Blink at the nearby window. Get through the window and then grab the chain. Take it all the way down. Pick up the rune off the table and then unlock the door, and then move down the hall and move through the next door.

Take a left and move through the water. Climb over the pile of gunk and then continue. There is a wide open area, with multiple Tallboys and guards. An electrified track runs through it, and the gate is tightly shut. Now, like any situation in the game, there are numerous ways to tackle this. But this is how I did it.

Blink your way to the closest destroyed building. To the right, a guard will be walking around checking the spotlights. Blink behind him and take him out. Then loot the table for supplies. Make sure your mana is full, and then slow down time. Sprint across the battlefield, to the destroyed building in the northwestern corner, facing the gate. Wait here for a second to let your mana recharge, and then slow down time again.

This should give you enough time to Blink up to the tracks. Remove the whale oil canister, and then run along the side, hugging the left wall. When you reach a shaft, climb down the chain. Sprint immediately to the next door as a Tallboy will be right there, and then sprint through the next room as well right to the next door with the objective marker hovering over it.

Now work your way to the sewers. There are virtually no enemies to deal with in this section. Just make your way through the rubbled buildings until you find the sewer hatch. Turn the valve, and then quickly Blink through the hatch before it closes automatically. Then enter the sewers proper.

You'll find a thug leaning against the wall, dying. He'll explain that the Sewer Master Key can be found where he and his friends were viciously attacked by something that "used the rats". Snag his pistol for ammo, and then start making your way to the next objective marker, since your previous one was to go through the door to the pub (which, obviously, is locked).

Sprint by the acid-spitting mollusks and jump into the water. There is quite a long swim ahead of you. While swimming, if you start to run out of breath, look for nooks and crannies to swim up to in order to catch your breath, or possess a fish for a while. Keep swimming and following the objective marker until you finally reach the key...and it is with Granny Rags!

Granny Rags and Slackjaw are two characters I haven't talked much about in this guide because they are parts of side quests. This is where these side quests come to a head, and you have to make a few choices. One, you can go along with Granny Rags and toss Slackjaw's body into the boiling bathtub, and she'll
reward you with the master key you need. Or you can side with Slackjaw and do battle with Granny Rags.

If you choose the latter option, quickly snag all the loot that is laid out in front of Slackjaw. Pickpocket the key from Granny Rags when she is turned away, and then release Slackjaw from his bindings. Granny Rags will teleport all over the place and summon huge swarms of rats.

Very quickly make a beeline to the nearby building. Open the furnace by pulling the switch on the wall. Loot the room for health items, and then grab Granny Rags's cameo from beneath the pillows. Toss it into the furnace and then shut the furnace by pulling the lever. The flames will destroy the cameo, and Granny Rags will have her power considerably weakened.

Now it's just a matter of finding her. The rats will continue to spawn, and if they start giving you a lot of trouble, kill a few by smashing them with your sword. When Granny Rags appears, run up and kill her quickly before she can continue her madness. Speak with Slackjaw, and then explore the building further.

There will be wooden planks covering up a hole in the floor. Destroy the wooden planks and then drop into the hole. You'll be swept away by a current in what is an incredibly terrifying and claustrophobic sequence, but it will spit you out right near the sewer gate!

Rush to the sewer gate. There will be a Weeper right on the other side. Take itout and then scour the area for loot. Follow the objective marker through the place, and you will come across a room with spitting mollusks and a lot of water. Blink across to the platform on the far side. Slow down time, destroy the wooden barricades, and then climb over the barrier.

Sprint through the next area and work your way to the door to the Pub. Try to avoid stepping into the water as it has a current that can be annoying to jump out of occasionally.

You'll come out of the sewer in an abandoned apartment building. Cecilia will be there. Speak with her if you want filled in on the events that have been going down in your absence. After speaking with her, go upstairs. Grab the keys off the rack and then unlock the door that leads outside.

You'll notice Tallboys lumbering around. Gulp. Possess one of the guards that are talking and then leave the conversation. Enter the bar and grab Havelock's plans that are sitting on the counter. Make your way to the top of the bar to Corvo's room and you'll find a note from Emily there, instructing you to find Callista, and she also announces her location as a lighthouse.

Well, Callista is dead, along with Wallace and Lydia, wrapped up near the docks. If you want to avoid the Tallboys and the guards right now, there is a very helpful sidequest with Piero and Sokolov in which you steal blueprints from Havelock's room, deliver them, and then take a canister of whale oil to the roof to power one of those laser machines. You can choose to have the machine knock out all of the enemies or kill them. Doing this side quest will
also allow you to purchase goods from Piero.

When you're ready, make your way to Callista's body. Loot it for a note from Samuel as well as Emily's Tower key, which is the key that opens the door to the nearby tower where they have been keeping her safe. Also check Wallace's body for another note, and there is a new audiograph located under the boats that are stacked together, as well as one inside of Piero's workshop.

Samuel has told Callista to fire a flare cannon that is positioned in the tower if Corvo returns. Meanwhile, he is scouring the river for your body. Go to Emily's Tower and take all the supplies there and listen to the audiograph. Then pull the lever on the flare cannon to signal Samuel.

When you're ready to meet with him, exit the tower through the other door, and then Blink your way down to the beach. Samuel will be there in his boat. Speak with him, and instruct him to take you to Kingsparrow Island.

Samuel will drop you off at Kingsparrow Island, the military lighthouse that the Lord Regent was developing, and where the Loyalists are currently hiding out. Depending on how you've played the game, Samuel may fire a shot in the air to warn them of your presence, as he hates what you've "become", i.e., if you have a high Chaos rating and have killed a lot of people.

There are two different ways that are pointed out by the game to enter the fort on the isle. There is an entrance on the left, the harbor entrance, and the beach entrance to the right. For the purposes of this guide, I went to the left.

Blink onto the segmented platform of stairs, and then jump into the water. Swim over to the ship and climb up. The guard will be staring out into the ocean. Sneak up and take him out. Then turn your attention to the objective marker. There will be a guard on the lower level, and then two guards on the upper level. Take out the guard on the lower level first, then sneak your way up the stairs so that you can see the two guards that are chit chatting.

Possess one of the guards and then walk through the Wall of Light. De-possess when you're out of sight and dispose of him. The nearby door is locked, so Blink your way over the nearby barricade. On the other side, the tunnel opens up to show you Martin and Pendleton.

Martin is on the ground level, yelling up at Pendleton, who is hiding out in a guard tower. They will get into an argument and start shouting and yelling at each other. Possess Martin when their squabble is over, and lead him away from prying eyes. De-possess him, then knock him out or kill him.

Now it's a game of possessing guards all the way to Pendleton. Of course, this is an optional side quest, but it is on the way through the main quest anyway. So, when you reach Pendleton (be sure to loot everywhere), he will be speaking with a guard. Take out the guard, and there will be a variety of different things that can happen.

If you were caught on your way to Pendleton, there is a good chance he'll have been struck by a stray bullet, and will die on his own by bleeding out. If not, you'll have to knock him out or kill him the old fashioned way. When he's gone, one way or another, continue your way to the main objective by going up the stairs here.

At the top of the stairs, you'll see a bright light and a guard. Behind that light will be more guards, and there is also a laser machine there that will deal serious damage to you. Possess the closest guard and walk all the way to the elevator. Unlock the elevator doors, leave the guard's body, step inside, and then pull the lever before anyone is the wiser.

At the top of the tower, move outside. There will be a lone guard. Knock him out. Then continue up the lighthouse. Another guard will be leaning against the rail, and a second guard will come down the stairs. Wait for the other guard to leave, then take out the guy by the rail. Sneak up the guard on the stair as he moves up, and takes him out before he is in the line of sight of his fellow guards.

Sneak by the next two guards, and you will be at the top of the lighthouse, with a building to move through. This building is efficiently creepy, but has a lot to loot. There is blood on the ground. Follow the blood up the stairs, and then outside, on the edge, you'll see Admiral Havelock wrestling with Emily. Do you choose to attack Havelock and save Emily? The choice is yours.